Movement mechanics


Movement
Knockback
A hit that moves the target tells the player what happened, makes space after a fight and gives weight to strong enemies. Without the stun and the protection it is only a shove, and a fair game turns into one the player cannot escape.

Movement
Ladder Climbing
A ladder joins levels vertically without a jump. It must feel safe to grab, easy to leave, and never trap the character or catch it again by accident.

Movement
Ledge Grab
Players misjudge jumps by a hand's width all the time. A ledge grab turns a near miss into a save, and it makes every edge a place to climb.

Movement
Moving Platforms
A platform that travels on its own and takes the player along. It makes the player time jumps against a moving target, and it turns a gap or a shaft into a ride.

Movement
One-Way Platforms
A ledge that is open from below and solid from above. It lets the player climb through platforms by jumping, stand on them, and drop back down on purpose, so a level can stack floors without walls and ceilings getting in the way.

Movement
Room Camera
Showing one whole room at a time gives the designer full control of what the player sees, makes puzzles and ambushes fair, and removes the need for the camera to guess. The player always knows where the edges are.

Movement
Sprint
A sprint lets the player choose between careful and fast movement. It adds a second gear to the same controls, so the player decides when speed is worth it.

Movement
Swimming
Water changes how a character moves and adds a clock to staying down. It gives the player a place that is slower, safer from some enemies and dangerous in its own way, and it has to feel different from walking at once.

Movement
Variable-Height Jump
One button gives the player a whole range of jumps, from a short hop to a full leap, just by how long they hold it. So every jump is in their hands.

Movement
Vehicle Drift
Drifting makes turning a skill instead of a steering wheel: the player trades speed for a tighter turn and a long, controlled slide. It is the difference between a vehicle that feels like it is on rails and one that feels like it has weight.

Movement
Wall Jump
A jump off a wall lets the player climb between walls, rescue a fall and reach places no ground jump reaches, with the wall as the one thing to push against.

Movement
Wall Slide
A slow slide down a wall gives the player time to look, aim and choose, and it turns a wall from a dead end into a place to stop and think.